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vkd3d-shader/d3dbc: Translate sm1 fragment outputs to system values.
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Notes:
Alexandre Julliard
2023-09-21 22:01:59 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/356
@ -597,7 +597,7 @@ static bool add_signature_element_from_register(struct vkd3d_shader_sm1_parser *
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case VKD3DSPR_TEMP:
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if (sm1->p.shader_version.type == VKD3D_SHADER_TYPE_PIXEL
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&& sm1->p.shader_version.major == 1 && !register_index)
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return add_signature_element(sm1, true, "COLOR", 0, VKD3D_SHADER_SV_NONE, 0, is_dcl, mask);
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return add_signature_element(sm1, true, "COLOR", 0, VKD3D_SHADER_SV_TARGET, 0, is_dcl, mask);
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return true;
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case VKD3DSPR_INPUT:
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@ -641,11 +641,11 @@ static bool add_signature_element_from_register(struct vkd3d_shader_sm1_parser *
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case VKD3DSPR_COLOROUT:
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return add_signature_element(sm1, true, "COLOR", register_index,
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VKD3D_SHADER_SV_NONE, register_index, is_dcl, mask);
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VKD3D_SHADER_SV_TARGET, register_index, is_dcl, mask);
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case VKD3DSPR_DEPTHOUT:
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return add_signature_element(sm1, true, "DEPTH", 0,
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VKD3D_SHADER_SV_NONE, register_index, is_dcl, 0x1);
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VKD3D_SHADER_SV_DEPTH, register_index, is_dcl, 0x1);
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case VKD3DSPR_RASTOUT:
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switch (register_index)
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@ -587,7 +587,7 @@ static void test_scan_signatures(void)
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static const struct vkd3d_shader_signature_element ps2_outputs[] =
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{
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{"COLOR", 0, 0, VKD3D_SHADER_SV_NONE, VKD3D_SHADER_COMPONENT_FLOAT, 0, 0xf, 0xf},
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{"COLOR", 0, 0, VKD3D_SHADER_SV_TARGET, VKD3D_SHADER_COMPONENT_FLOAT, 0, 0xf, 0xf},
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};
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static const char ps3_source[] =
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@ -609,8 +609,8 @@ static void test_scan_signatures(void)
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static const struct vkd3d_shader_signature_element ps3_outputs[] =
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{
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{"COLOR", 0, 0, VKD3D_SHADER_SV_NONE, VKD3D_SHADER_COMPONENT_FLOAT, 0, 0xf, 0xf},
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{"DEPTH", 0, 0, VKD3D_SHADER_SV_NONE, VKD3D_SHADER_COMPONENT_FLOAT, 0, 0x1, 0x1},
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{"COLOR", 0, 0, VKD3D_SHADER_SV_TARGET, VKD3D_SHADER_COMPONENT_FLOAT, 0, 0xf, 0xf},
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{"DEPTH", 0, 0, VKD3D_SHADER_SV_DEPTH, VKD3D_SHADER_COMPONENT_FLOAT, 0, 0x1, 0x1},
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};
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static const char ps4_source[] =
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